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IGN reports that Ocarina of Time remake speedrunners are already using launch glitches for faster movement, sequence breaks, and bizarre Link launches.
The Legend of Zelda: Ocarina of Time remake is already becoming a new speedrunning puzzle. IGN reports that players began testing the Nintendo Switch 2 version within hours of its November 5 launch, finding movement tricks, physics glitches, and sequence breaks that can bypass parts of the adventure.
IGN reports that the early discoveries include ways to launch Link high into the air, leave the intended route by standing on a chest, climb walls through an item-switching glitch, and move faster with techniques that can outperform the remake's new sprint feature. The community has also found situations where Young Link and Adult Link can perform tasks normally reserved for the other version of the character.
These findings are still early rather than a settled replacement for the original game's speedrunning routes. IGN describes more discoveries as likely in the weeks, months, and years ahead, while the available times and preferred techniques continue to change. For players watching the remake's competitive scene, the immediate story is less about one finished route and more about how quickly its rules are being mapped.
IGN reports that one of the most widely shared discoveries involves unusual physics that can throw Link into the air at high speed. Speedrunner Zfg1 was among the players credited with identifying the behavior in the Switch 2 remake, and IGN says another player, Vespher, demonstrated the same stunt in the same location. Other players have highlighted additional areas where careful positioning may produce similar results.
The exact value of the launch depends on where Link lands. In analysis, the important point is that a large vertical movement can potentially bypass terrain, rooms, or progression gates that normally require a longer route. IGN does not establish a final route or confirm that every launch can be controlled reliably, so the trick should be treated as an active area of testing rather than a guaranteed shortcut for ordinary players.
IGN also reports a related glitch involving a chest. By positioning Link in or around a chest and combining sudden movements with actions such as a bomb, players can send him upward through the ceiling. The source describes this as another technique circulating during the remake's first weekend, with footage showing how the setup can contribute to a sequence break.
These discoveries matter because Ocarina of Time speedrunning depends on turning small movement advantages into major route changes. A launch that looks merely comical in a short clip can become strategically important if it places Link beyond a locked door, above a wall, or near an area normally reached much later. IGN reports the effects, but it does not confirm a complete, stable route built around every one of them.
Nintendo added a sprint feature to the Switch 2 remake, and IGN reports that it was intended to address the game's long-standing movement concerns. The original Ocarina of Time has spent 28 years as a major speedrunning subject, giving players extensive knowledge of walking backward, hopping, rolling, and other ways to cross Hyrule efficiently.
IGN reports that early remake testing has already produced alternatives to sprinting. One method, described by YouTuber KnightPohtaytoe, uses a target-hop into a roll and appears marginally faster than sprinting. Another technique, shown by Reddit user Pomps8a, cancels a roll with a quick attack and is described by IGN as easier to learn.
In player-focused terms, this creates two separate questions. Casual players may find sprinting more convenient because it is a straightforward feature built into the remake. Speedrunners, however, measure movement by precise timing, acceleration, animation behavior, and how consistently an input can be repeated. A technique that is only slightly faster can still matter over a full run, especially if it also helps Link maintain a useful position or preserve a setup for the next trick.
That does not mean rolling has already become the definitive fastest option. IGN says the early strategies suggest rolling may again be highly effective, while also noting that the research is still developing. The practical test will be whether runners can reproduce these methods across long attempts without losing time to failed inputs.
IGN reports that players are also using glitches to cross the boundary between Young Link and Adult Link progression. In normal play, some tasks and items are tied to one version of the character. The source says the remake can fail to distinguish correctly when players reach those situations through an illegitimate sequence, allowing one form of Link to access content intended for the other.
One example reported by IGN involves using a large jump to reach the Silver Gauntlets chest as Adult Link, even though the item is supposed to be obtained as Child Link. The resulting cutscene attempts to display Adult Link using a Child Link model, producing an unusual visual result.
This is more than a visual curiosity for speedrunners. A sequence break can alter which checks the game has already recorded, which areas are accessible, and which objectives can be skipped. The source also reports that players have considered the reverse possibility, getting Young Link into a scene intended for Adult Link, although the cited material does not say that this reverse scenario has been achieved.
Analysis: these character-state errors show why remake speedruns can diverge quickly from the original game's established knowledge. A remake may preserve the broad structure of its predecessor while changing collision, movement, item, or cutscene behavior. That gives runners a familiar adventure to study, but not necessarily the same technical rules.
IGN reports that an average player may need about 20 hours to complete the remake, while content creator MrGymnast86 recorded an Any% run in a little under four and a half hours soon after launch. Any% refers to completing the game with the fewest required restrictions on content, but IGN's report does not present the time as a settled world record or final benchmark.
The difference between an average completion and an early Any% attempt illustrates how much of the remake can be reshaped by route knowledge. A normal playthrough follows the intended progression and spends time exploring. A speedrun uses movement optimization, sequence breaks, skips, and a willingness to reset after mistakes. The reported early time reflects the work of a player testing the game's fastest known path, not a promise that most players can reproduce it.
IGN says the time will almost certainly shrink as more methods are developed. That expectation is analysis grounded in the source's description of new discoveries arriving within the remake's first days, rather than a confirmed prediction about a specific future record. The most important developments to watch are likely to be consistency and route integration: whether a spectacular glitch can be performed on demand, and whether it saves enough time to justify building an entire run around it.
Players interested in the game's original structure can explore Legend Of Zelda, The - Ocarina Of Time (V1.2) in the OnlineGamesVIP catalog. It is relevant as a reference point for understanding the adventure that the remake's runners are reexamining, although the supplied source does not establish that the catalog version shares the remake's glitches or speedrun behavior.
What remains unknown
IGN's report does not confirm a finalized leaderboard for the Switch 2 remake, a definitive Any% route, or a stable ranking of the newly discovered techniques. It also does not establish whether the reported launches, wall climbs, and character-state glitches work in every location where players may want to use them. Those details will require further testing by the speedrunning community.
The source also does not confirm how Nintendo will respond to the discoveries. There is no reported patch information, developer statement, or announcement describing changes to the remake's physics, collision, movement, or progression systems. Players should therefore separate what has been demonstrated in early footage from what has been verified across a complete run.
For now, the clearest practical takeaway is that the remake's speedrunning rules are still being written. Players looking to experiment should pay attention to exact positioning, input timing, character age, item changes, and landing locations. Players following records should watch for routes that replace entertaining one-off glitches with repeatable methods. IGN's reporting shows that the remake has already supplied a new technical playground, but the community has not finished determining its limits.